Racing Sim Thread, Part II

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Re: Racing Sim Thread, Part II

Post by GB_Simo »

I have only limited experience of WRC10 so far but have a few brief impressions of the PS5 edition:

- While we remain very firmly in 'evolution, not revolution' territory, there's no escaping the improvements to the handling. The general feel of it will be instantly familiar but it's easier to get the hang of, not because it's been dumbed down but because the cars feel more like cars. I need to play more and ideally do a little back-to-back with WRC9 to flesh this point out further, but this is more intuitive than I remember previous entries being.

- That's probably also helped by the implementation of the pad controls. Being on a different console this year throws in a variable that doesn't help this comparison but on XB1X, I had to do a lot of tweaking to WRC9's deadzones and sensitivity before I had an experience that was even halfway drivable. This year, I haven't touched a thing.

- Between the rallies, the career mode, the competitive online leaderboard, time trials, single rallies, single stages and historic content, you're not running out of things to do in a hurry.

- For that historic Anniversary mode, Kylotonn have gone as far as creating special versions of stages, where the crowds are much more densely packed and straying into the road just like every Group B video you've ever watched. It's a lovely little touch that speaks of the care and attention to detail being put into many aspects of the series. There follows a sudden, italicised 'however'.

However:

- I am not a violent man. I will make an exception for whoever decided to link progression in the Anniversary mode to the availability of career features, so you can't create your own team and liveries in Career until you've made your way through the historic content.

- In a carry-over from WRC9, the difficulty is all over the place. It's not unlike the early Codies F1 games, where you could win in Canada with your eyes closed but on the same settings, you'd qualify last in Spain and get progressively more last as the race went on. Bafflingly, you can't use single events to fine-tune the difficulty for yourself either - for reasons best known to themselves, Kylotonn have removed AI times from those modes.

- This is not an ugly game by any means but the developer on 'dirty windscreens' duty got carried away with himself - it feels like I should be carrying a spare set of wipers sometimes, just in case I wear out my current ones - some of the car models are a bit shinier and toy-like than others and, most jarringly of all, the external replay views are a very difficult watch on account of the billowing dust clouds being rendered in 5 different resolutions at once. That dust is really convincing to drive through in-game, to the extent that when I overshot a gravel junction I had to wait for it to settle before I could see where the road went, but the replay implementation is spotty at best


I like it. I really like it, in fact, and it's retailing here for a fair bit less than the standard RRP (my PS5 copy was £32.99) so there's nothing like as much to lose as normal by giving it a go. I do suspect they've rushed it a bit, mind, and if you felt like waiting a couple of months to see if they patched in a few fixes, I wouldn't fault you for it.
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Re: Racing Sim Thread, Part II

Post by DChaps »

The iRacing 2021 Season 4 started this past Monday and came along with a new build filled with updates. I have fallen in love with two entry level open wheel cars and series and wanted to share in case anyone is interested in joining me. The two cars are the Formula Vee and USF2000 which is basically the entry level to the real world Indycar series. Both cars/series are fun to drive, fixed setup so everyone is equal, and the races are every hour and only require a short time commitment. 12 minute race for Forumla Vee and 15 minute race for USF2000. If I time it correctly, I can basically get both races complete in an hour and that includes practice and qualifying. For entry level series, the racing overall is surprisingly decent. I have endured my share of first turn heroics, but usually its few and far between and since the races are short and every hour, I can just try again later. With iRacing, each season is 12 weeks, but they count your best 8, so there are 4 drop weeks. The Formula Vee and all it's seasonal tracks come as part of the default subscription which is currently on sale for $19.80 for three months. The USF2000 is an additional purchase and while 6 of the track in it's season are also default, the other 6 are not, so to get a full season of 8 weeks in you would have to purchase an additional two. So for about $60.00 you could compete in both seasons, and there are many other cars and tracks that are included in the default subscription for both dirt, rally cross, road racing etc. Both the Formula Vee and USF2000 are also AI enabled so you can practice by racing against the AI. Anyway, I know it sounds like an annual sponsorship drive, but just wanted to share as I am getting alot of enjoyment without a lot of additional practice/setup required. First week ends in about 24 hours from now, but you can join during a season at any time.

iRacing 2021 Season 4 new Build
https://www.iracing.com/2021-season-4/

3 Months for $19.80 (40% off)
https://www.iracing.com/membership/
16 Cars Available for no additional cost with membership
22 Tracks With 70 Unique Configurations Available for no additional cost with membership

Addditional Car
USF2000 $11.95

Additional Tracks
2 X $14.95 = $29.90

Total Price for Formula Vee all 12 Week Season = $19.80
Total Price to compete 8 of the 12 race USF200 Season = $61.65

Formula Vee 2021 Season 4
https://www.iracing.com/cars/formula-vee/
https://www.youtube.com/watch?v=kLKfahWTOSE
Week 1 (2021-09-14) Lime Rock Park - Chicanes
Week 2 (2021-09-21) Okayama International Circuit - Full Course
Week 3 (2021-09-28) Oran Park Raceway - Grand Prix
Week 4 (2021-10-05) Charlotte Motor Speedway - Legends RC Long - 2018
Week 5 (2021-10-12) Summit Point Raceway - Jefferson Reverse
Week 6 (2021-10-19) Summit Point Raceway - Summit Point Raceway
Week 7 (2021-10-26) Tsukuba Circuit - 2000 Full
Week 8 (2021-11-02) Lime Rock Park - Grand Prix
Week 9 (2021-11-09) Oulton Park Circuit - Fosters
Week 10 (2021-11-16) Tsukuba Circuit - 2000 Short
Week 11 (2021-11-23) Oulton Park Circuit - Island Historic
Week 12 (2021-11-30) WeatherTech Raceway at Laguna Seca


USF 2000 2021 Season 4
https://www.youtube.com/watch?v=XsEtQmhSmEQ
Week 1 (2021-09-14) Lime Rock Park - Grand Prix
**Week 2 (2021-09-21) Hungaroring (brand new)
**Week 3 (2021-09-28) Circuit de Spa-Francorchamps - Grand Prix Pits
Week 4 (2021-10-05) Oulton Park Circuit - International
**Week 5 (2021-10-12) Snetterton Circuit - 200
Week 6 (2021-10-19) Oran Park Raceway - Grand Prix
Week 7 (2021-10-26) WeatherTech Raceway at Laguna Seca
**Week 8 (2021-11-02) Hickory Motor Speedway - Oval (brand new)
**Week 9 (2021-11-09) Hockenheimring Baden-Württemberg - Grand Prix
**Week 10 (2021-11-16) Red Bull Ring - Grand Prix
Week 11 (2021-11-23) Tsukuba Circuit - 2000 Full
Week 12 (2021-11-30) Charlotte Motor Speedway - Oval - 2018

** = Tracks that are not part of default content

-----------------------------------------
iRacing 2021 Season 4 New Update Videos
-----------------------------------------
NEW CONTENT // Hungaroring
https://www.youtube.com/watch?v=Lt-6iOL9_Xk

iRacing Hungaroring Track Guide with @Dori_N
https://www.youtube.com/watch?v=Oon7L0twQ30

NEW CONTENT // Hickory Motor Speedway
https://www.youtube.com/watch?v=VWUiXNjMmHE

NEW CONTENT // Ferrari 488 GT3 Evo 2020
https://www.youtube.com/watch?v=1phuqlRrDAk

NEW CONTENT // Porsche 911 GT3 Cup[/b]
https://www.youtube.com/watch?v=ANHU_9LzvYY

Introducing AI Hosted Racing: A New Multiplayer Experience!
https://www.youtube.com/watch?v=oW63FPMde8Q

Season Spotlights - AI Updates
https://www.youtube.com/watch?v=khEMudV2gto

Season Spotlights - Porsche 911 GT3 Cup (992)
https://www.youtube.com/watch?v=r-LozaJVAPI

Season Spotlights - Ferrari 488 GT3 EVO 2020
https://www.youtube.com/watch?v=cpsgScDUjrc&t=1s

Season Spotlights - Class D Road Updates
https://www.youtube.com/watch?v=Ij_kpPHWdT8

Season Spotlights - Lotus 79
https://www.youtube.com/watch?v=Tf6_Nqk-ecc

Season Spotlights - Lotus 49
https://www.youtube.com/watch?v=I7aZSCZMUEg&t=7s

Season Spotlights - Dallara IR-18
https://www.youtube.com/watch?v=HsKnM7WKALI

Season Spotlights - GT3
https://www.youtube.com/watch?v=bJBCV0VICjI

Season Spotlights - NASCAR Shock Updates
https://www.youtube.com/watch?v=6qcVWk1EFBw

iRacing - Mt. Washington Auto Road - Available Now!
https://www.youtube.com/watch?v=iiKQ4Qk31IU

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Re: Racing Sim Thread, Part II

Post by Dave »

I'm a big fan of the USF2000, looks like a fun season ahead for it.

Just ordered an Advanced SimRacing rig to replace my Playseat Challenge and am hoping to be back racing in the next couple weeks. Moving sucks, but having a dedicated office where my racing stuff can go is a gamechanger.
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Re: Racing Sim Thread, Part II

Post by TCrouch »

That's awesome, Dave! A little late on this, but still congrats. Hope you got it set up and it's everything you hoped for :)

I'm still on iRacing weekly with hosted races or league events (my league moved to the Lotus 79 this season, so that's been an interesting learning curve) and still doing all the Driver61 Certification levels (working on Gold 1 now, which is tough).

Getting a proper rig is the first step to really diving down the rabbit hole with this :lol:

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Re: Racing Sim Thread, Part II

Post by Dave »

Ha, thanks Terry. I finally finished getting it set up last night and turned a few laps and wow, what a difference from the Playseat. Starting an all-new learning curve with the brakes, in particular. I can finally crank up the force and maybe even stiffen up the loadcell now that everything is locked down and not flexing.

I'm not handy at all but found the build to be a pretty fun process, overall. It was fun having my 7-year old hop on and figure out the right seat/pedal/wheel settings that will work for both of us (attached a sliding seat).

Now I just need to find time to actually play, but with fall sports winding down soon that will be a lot easier.
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Re: Racing Sim Thread, Part II

Post by WPatrick »

Has anyone tried Circuit Superstars? Buy now, or wait for a patch? I’ve read the controls are twitchy on Xbox.

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Re: Racing Sim Thread, Part II

Post by pk500 »

WPatrick wrote:
Sun Oct 17, 2021 4:34 pm
Has anyone tried Circuit Superstars? Buy now, or wait for a patch? I’ve read the controls are twitchy on Xbox.
I own it. Very fun. Challenging. I don't think the controls are that twitchy, although I've never played the game on any other platform.

The game is a fun mix of old-fashioned top-down racing with some surprisingly good physics that differ between cars.

I like Art of Rally better, but Circuit Superstars still feels worth $20 to me.
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Re: Racing Sim Thread, Part II

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Love Art of Rally!

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Re: Racing Sim Thread, Part II

Post by GB_Simo »

WPatrick wrote:
Sun Oct 17, 2021 4:34 pm
Has anyone tried Circuit Superstars? Buy now, or wait for a patch? I’ve read the controls are twitchy on Xbox.
I've had it for a couple of months on PC, not on XBox, and there's no twitchiness there either. There's a particular car behaviour that could possibly be mistaken for twitchiness, though, and it's hard to put into words: essentially, when you ease off the steering lock coming to the exit of a corner, the cars are really very, very keen to get their front wheels pointed in a straight line again, so you don't always track on exactly the line you thought you would and might need to correct it. You get used to it quickly, though.

The game is great fun, though, and it'd be a fun multiplayer game with a group of like-minded enthusiasts too.
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Re: Racing Sim Thread, Part II

Post by Dave »

TCrouch wrote:
Tue Oct 05, 2021 12:24 pm
Getting a proper rig is the first step to really diving down the rabbit hole with this :lol:
You aren't kidding, haha. The feedback through the wheel base is so much better with this rig, I'm able to catch the car a lot easier and drive with more confidence. Of course the next thought it "if it's this much better with a belt-driven wheel, how great would a direct drive be?!?"
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Re: Racing Sim Thread, Part II

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Dave wrote:
Thu Oct 21, 2021 9:34 am
Of course the next thought it "if it's this much better with a belt-driven wheel, how great would a direct drive be?!?"
I'm a few days away from mounting a direct drive wheel to a small folding table and I'm childishly excited. Will do my very best not to sell the idea to you too aggressively.

The McLaren GT3 rim is here already and I've taken it out of the box a couple of times to push the buttons, flick the levers and run an imaginary lap of Silverstone. I am 36.
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Re: Racing Sim Thread, Part II

Post by Dave »

I love the McLaren rim, it was a Father's Day present from my sons (I think my youngest was most excited), even though I'm probably only using about 10% of what it is capable of doing.

It does make me laugh when using it on American Truck Simulator though, which I've started playing as a nice chill out game after a couple evening beverages.
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Re: Racing Sim Thread, Part II

Post by GB_Simo »

Ha! Yeah, I've started thinking about exactly how it's going to look if I want to run a couple of routes on OMSI 2...shipping has been delayed twice but hopefully on Monday, the world's most inappropriately-equipped bus driver will hit the streets of Berlin.


NASCAR 21: Ignition has made its way to market and its initial reception has, without doubt, been a reception. Have any of you fine folk played it or is everyone waiting for a patch or twelve?
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Re: Racing Sim Thread, Part II

Post by pk500 »

GB_Simo wrote:
Thu Oct 28, 2021 6:05 pm
Ha! Yeah, I've started thinking about exactly how it's going to look if I want to run a couple of routes on OMSI 2...shipping has been delayed twice but hopefully on Monday, the world's most inappropriately-equipped bus driver will hit the streets of Berlin.


NASCAR 21: Ignition has made its way to market and its initial reception has, without doubt, been a reception. Have any of you fine folk played it or is everyone waiting for a patch or twelve?
Haven't played Ignition. Then again, I never played Heat 5. That franchise is a messy joke -- zero interest. Tony Stewart's Sprint Car Racing more than scratches my itch for good oval racing.
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Re: Racing Sim Thread, Part II

Post by Rodster »

I had a chance to try Nascar 21. Here are some of my impressions after 30 minutes with the game, PC version with an Xbox One controller:

The game looks much much better than any of the Nascar Heat games. The cars feel alive now as you start to remove the assists in the game. You can make the game play as easy or as difficult to drive as you want. The game has solid controller support. The cars handled and controlled predictability. The controller settings are up there with Codemaster's F1 games.

Where the game starts to take a nose dive is that it's a barebones game. You have Quick Race and Career and from what i've read it's just one season career. The AI needs some serious work. I was just running practice laps trying to get a feel for the game and as I was adding laps I began to watch the AI just drive stupidly such as one or sometimes two cars start driving around 60 MPH while everyone is doing 180MPH. It wouldn't be so bad if they weren't doing that in the driving lane but that's where it took place. One time I watched 2 cars drive slowly side by side into turn one.

Eventually this caused a couple of cars to rear end each other and one car goes airborne and the crash physics just looked off as the car started doing jerks and flips in the air. This game looks like it's in the early access state and I guess that's why it has gotten such negative reviews on Steam.

That said underneath all these problems there's potentially a pretty Nascar game buried here if they can cleanup many of the bugs. The AI should be a priorty. There is NO way the Devs should be charging $60-90 for this game. This should really be a $29 game until they improve it.

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Re: Racing Sim Thread, Part II

Post by DChaps »

Some really good deals on Steam until Dec 1 at 10am Pacific and both Assetto Corsa Competizione and Automobilista 2 have had significant recent updates to physics, force feedback, etc. Automobilista 2 will also have Indycar/CART era DLC coming before the end of the year!

Assetto Corsa Competizione - 66% Discount - $13.59
All DLC is also 40-60% Off

Firstly, we’re excited to announce that Update v 1.8 is launching for PC on November 24th. The team at KUNOS have been working flat out behind the scenes to bring an update to game that improves your sim racing experience in a multitude of ways. Here’s a rundown of what you can expect, but stay tuned for the full changelog next week:

* BMW M4 GT3 2022 as free DLC
* Unreal Engine update (v 4.26)
* NVIDIA DLSS implementation
* AMD FSR implementation
* Physics engine and tyre model updates
Assetto Corsa Ultimate Edition (Includes all 12 DLC ) - 90% Discount - $7.93

rFactor 2 - 75% Discount - $7.99

Automobilista 2 - 50% Discount - $19.99
*All DLC is also 25-75% Off

Automobilista 2 V1.3.0.0 is now live! The first of several updates on this dev cycle is heavily focused on physics and FFB - extensive revisions to driveline and tires of all cars and addition of a new FFB profile as elaborated in our November Development Update Pt2 makes this our biggest physics overhaul yet.

The extent of the physics updates have required default setups & AI performance to be adjusted accordingly, a process that remains ongoing for the next few days so you may expect some small hotfixes to be deployed before the release of Racin´ USA Pt2 next week.

AMS2 V1.3 introduces new FFB profile (Default+) in parallel to the old "Default" profile which remains available for users who may prefer it. Information on these FFB updates along with an updated tutorial to best set it up will be posted on a dedicated thread soon.

The update also introduces the beta version of our Multiplayer Rating System - information on the mechanisms of the system as well as other relevant information for AMS multiplayer and its ongoing development will also be coming in its own dedicated thread soon.

Finally, AMS2 V1.3 also brings some new & updated content - the TSI Cup class featuring the VW Polo & Virtus from the Acelerados Demo released last week is now included in the main game. On the track front, the Azure street circuit has been completely overhauled with the aid of laser scan data.

As previously announced, the second part of the Racin´ USA Expansion Pack is due to be released shortly after V1.3 and before the end of this month.

This time, we will explore what many consider to be the golden years of American single seater racing, as Racin´ USA Pt2 will feature a number of Reynards, Swifts and Lola Indycars & Champ Cars from the 1990s, along with three iconic road courses.

The cars will make up what we will call the "Formula USA" class in the game, in three generations - Gen1 will feature models from the 1995 Indycar season (the last before the series infamously split), Gen2 will have models from the 1998 season when Alex Zanardi reigned supreme, with Gen3 featuring models from 2000 - the performance peak of the Champcar era, enabling historical feats such as Gil de Ferran´s closed course record average speed.

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Re: Racing Sim Thread, Part II

Post by Dave »

I bought Automobilista 2 last week, planned on buying at full price and it was a pleasant surprise to see it half off. The extra content is also on sale, I bought the Racin' USA bundle that includes the upcoming IndyCar content in addition to a previously-released IMSA pack (Cadillac DPi is the highlight for me) and a third, unannounced future pack.

I can't speak to the quality of the AI, but had an absolute blast hot lapping the DPi and their 2000-era F1 car. The driving model felt really solid, can't wait to rip around in a 2000 IndyCar with all of the power on tap.

Is this going to be the first appearance of the old Burke Lakefront Airport circuit in a sim since Papyrus' IndyCar Racing II?
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Re: Racing Sim Thread, Part II

Post by DChaps »

Dave wrote:
Tue Nov 30, 2021 10:37 am
.......Is this going to be the first appearance of the old Burke Lakefront Airport circuit in a sim since Papyrus' IndyCar Racing II?
I believe CART Precision Racing (PC - 1997) and CART Flag to Flag (Dreamcast - 1999) both had Cleveland, but I would also not call those sims. :) I am so looking forward to this.

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Re: Racing Sim Thread, Part II

Post by F308GTB »

Dave wrote:
Tue Nov 30, 2021 10:37 am
I bought Automobilista 2 last week, planned on buying at full price and it was a pleasant surprise to see it half off. The extra content is also on sale, I bought the Racin' USA bundle that includes the upcoming IndyCar content in addition to a previously-released IMSA pack (Cadillac DPi is the highlight for me) and a third, unannounced future pack.

I can't speak to the quality of the AI, but had an absolute blast hot lapping the DPi and their 2000-era F1 car. The driving model felt really solid, can't wait to rip around in a 2000 IndyCar with all of the power on tap.

Is this going to be the first appearance of the old Burke Lakefront Airport circuit in a sim since Papyrus' IndyCar Racing II?
FYI - new content available this weekend, and for those that don't have the content, it is free this weekend. Just got done with an online race around the Glen with the Indy cars.

The good - awesome driving in VR with a high downforce vehicle around that track
The ??? - seems like there's too much downforce. Very easy to correct.
The bad - some network issues. Qualified 3rd of 19, race started and I am still sitting at the start with a menu overlay, and my race starts about a minute later with me near last place. Seems to have affected more than 2/3 the field. Haven't had those issues since some of the early builds.

I do need to turn the FFB down on that car. My fingers are a bit overloaded after than 20 minute race.

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Re: Racing Sim Thread, Part II

Post by Dave »

I don't touch setups at all, so it could be something that is fixable, but the default setup has so much understeer it's crazy.
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Re: Racing Sim Thread, Part II

Post by DChaps »

Papyrus Indycar Racing III?

Well not really, but with the 2022 Season 1 build of iRacing released today, we finally get about the closest to a PC sim version of Indycar Racing III that we have been since Indycar Racing II was released in 1995. :)
New Cars and Tracks Join iRacing AI for 2022 Season 1
https://www.iracing.com/new-cars-and-tr ... -season-1/

Want to get in the action, but prefer to race with AI? Our new adds to iRacing AI for 2022 Season 1 include the long-awaited debut of the Dallara IR18, as well as both of our new touring cars and nearly 20 new track layouts including the Indianapolis Motor Speedway - Oval configuration!

iRacing Reveals Impressive 2022 Season 1 Release Notes:
https://www.racedepartment.com/news/ira ... notes.328/

The next season of iRacing will give players the chance to own some interesting new content, including news cars and new or improved tracks, plus practice racing against AI at a number of circuits that didn't previously support AI racing.

The likely headline-stealer will be the Mercedes-AMG F1 W12 E Performance Formula 1 car. The current generation of F1 cars are the fastest racing cars to ever compete in a series, and iRacing members will soon be able to get their hands on Lewis Hamilton and Valtteri Bottas' current car.

Two new TCR series cars are also being added: the Honda Civic Type R and the Hyundai Elantra N TC. TCR cars are a favourite amongst many sim racers due to their ability to be raced wheel to wheel with minimal effects from unintentional bumping.

Knockhill circuit is also coming to iRacing in the next major build. The Scottish circuit is a challenging 2 kilometer course featuring 9 corners. Watkins Glen is also cited in the season notes, as the American track will be given a major facelift using new laser-scan data from 2021

Season highlights include:

Honda Civic Type R
Hyundai Elantra N TC
Mercedes-AMG F1 W12 E Performance
Knockhill Racing Circuit
Watkins Glen International (Fully re-scanned and re-built for 2021)
Hockenheimring Baden-Württemberg - 4 New Track Configurations for the Porsche Experience Center
Tire Scuffing Visual Effect
New “Ready to Race!” Button in the Simulator
New Damage Model has been enabled on the Dirt Street Stock, Honda Civic Type R
Hyundai Elantra N TC, and the Mercedes-AMG F1 W12 E Performance
AI Racing for THREE New Cars (Dallara IR18, Honda Civic Type R, Hyundai Elantra N TC)
AI Racing at NINETEEN New Track Configurations (Charlotte Motor Speedway - All 6 Non-Rallycross Road Configs, Homestead Miami Speedway - Indy Oval, Indianapolis Motor Speedway - Oval and IndyCar Oval, Knockhill Racing Circuit - All 4 Road Configs, Nashville Fairgrounds Speedway - Oval, Watkins Glen International - All 4 Configs, World Wide Technology Raceway - Oval)

NEW CONTENT // Mercedes-AMG F1 W12 E Performance
https://www.youtube.com/watch?v=3XzUVtfrT4M

NEW CONTENT: 2 New Touring Cars: Hyundai Elantra N TC & Honda Civic Type R
https://www.youtube.com/watch?v=qrHvqIhrEt4

NEW CONTENT // Porsche Experience Center
https://www.youtube.com/watch?v=YGramIaqJy0
So with this build we are getting closer to being able to replicate an actual Indycar season with accurate and relatively recent cars and tracks. The other cool thing is that two of the three Road to Indy series cars(USF 2000, Indy Pro 2000 PM-18) are also already part of the AI service. All that is missing is the last step of Indy Ligts and you have a full Indycar career ladder within the iRacing service. Granted a very expensive one, but far less than a real life Indycar career. :)

Current Indycar Tracks already with AI added:
Long Beach
Barber Motorsports Park
Indianpolis Motor Speedway (Oval)
Road America
Mid-Ohio Sports Car Course
Iowa Speedway
World Wide Technology Raceway
WeatherTech Raceway Laguna Seca

Current Indycar Tracks on the iRacing Service, but just need to be added to the AI list:
Texas Motor Speedway
Indianapolis Motor Speedway (Road Course)
Raceway at Belle Isle Park

Current Indycar Tracks missing from iRacing Service:
Streets of St. Petersburg (has any sim/game ever had an official version of this now long running street race?)
Streets of Toronto
Steets of Nashville
Portland International Raceway

Previous Indycar/CART/IRL tracks that already have the AI added:
Atlanta Motor Speedway
Auto Club Speedway
Chicagoland Speedway
Charlotte Motor Speedway
Homestead Miami Speedway
Kansas Speedway
Kentucky Speedway
Michigan International Speedway
New Hampshire Motor Speedway
Phoenix Raceway
Richmond Raceway
Watkins Glen International

So we can do 9 out of the 17 races of the 2022 Indycar series with the current version, and potentially 13 of 17 if they add Texas, Belle Isle and Indy Road Course.

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Dave
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Re: Racing Sim Thread, Part II

Post by Dave »

Not surprisingly, there are plenty of 2021 IndyCar collections on Trading Paints to make your AI races more immersive. Fittingly I qualified right behind Dalton Kellett in my first race attempt.
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Dave
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Re: Racing Sim Thread, Part II

Post by Dave »

One other nice update is you can make the halo/aeroscreens transparent (in the chassis setup menu), makes it a lot easier to follow another car.
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Rodster
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Re: Racing Sim Thread, Part II

Post by Rodster »

Someone on the Steam boards posted that iRacing has purchased Monster Games who made Nascar Ignition 21. I don't know how true that is but if so, that could bode well for the series or it could mean that in order to play a Nascar game you'll need an iRacing subscription. Let's hope the latter is not true.

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Re: Racing Sim Thread, Part II

Post by Dave »

Yeah, that is true, iRacing bought Monster and referenced their abilities on console. But the steaming pile that is NASCAR Ignition was made by Motorsport Games, who just started their multi-year deal and has IndyCar on the horizon next year.

I saw another rumor that Motorsport Games is in big trouble and NASCAR (and possibly IndyCar) is going to pull the license and move it to iRacing/Monster. I can't imagine a NASCAR console game would require an iRacing sub, but basically all of the assets (cars/tracks/AI) needed to make a standalone NASCAR game exist in iRacing today if Monster can package it as a standalone console product.
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